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ACharacter::ServerMoveDual_Implementation

function Engine Deprecated Since 4.0
Deprecated: Use ServerMovePacked_Implementation() instead.
#include "GameFramework/Character.h"
Access: public Specifiers: deprecated

Description

Server-side body of the deprecated ServerMoveDual RPC. Processes two client moves sequentially on the server by calling into CharacterMovementComponent. Part of the pre-4.26 replication path.

Caveats & Gotchas

  • Deprecated since 4.26. Do not override in game code; custom server-side move processing belongs in CharacterMovementComponent.
  • Requires SUPPORT_DEPRECATED_CHARACTER_MOVEMENT_RPCS=1 and p.NetUsePackedMovementRPCs=0 to be reachable.

Signature

void ServerMoveDual_Implementation(float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, UPrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, uint8 ClientMovementMode)

Parameters

Name Type Description Default
TimeStamp0 float Timestamp of the first move.
InAccel0 FVector_NetQuantize10 Acceleration for first move.
PendingFlags uint8 Flags for first move.
View0 uint32 View for first move.
TimeStamp float Timestamp of the second move.
InAccel FVector_NetQuantize10 Acceleration for second move.
ClientLoc FVector_NetQuantize100 Client location after second move.
NewFlags uint8 Flags for second move.
ClientRoll uint8 Client roll.
View uint32 View for second move.
ClientMovementBase UPrimitiveComponent* Movement base.
ClientBaseBoneName FName Base bone.
ClientMovementMode uint8 Movement mode.

Return Type

void

Example

Do not override — handled by CharacterMovementComponent C++
// This function is called automatically by the RPC system.
// Override CharacterMovementComponent methods instead for custom server logic.

Version History

Introduced in: 4.0

Version Status Notes
5.6 deprecated

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